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The Symbiosis of
Brains,
Marketing,
and Design
PRESENTED BY
Tommy Hung
@tommyx88
UX Strategist
Caitlin Pequignot
@aveleonmusic
Digital Strategist
x
The Symbiosis
of Brains,
Marketing,
and Design
1 Who Are We
2 Our Background
3 Quest App
4 The Ecosystem
5 Workshop
Agenda
Introductions
WHO ARE WE
Who Are We Introductions1 —
Caitlin Pequignot
@aveleonmusic
Digital Strategist
Tommy Hung
@tommyx88
UX Strategist
Who Are We Purple, Rock Scissors1 —
Who Are We Purple, Rock Scissors1 —
Purple Rock Scissors
WHO WE ARE
Who Are We Purple, Rock Scissors1 —
PRPL
WHO WE ARE
Who Are We Purple, Rock Scissors1 —
PRPLAt we uncover insights
build software
solve problems
drive ROI
optimize performance
create content
deliver value
Who Are We Purple, Rock, Scissors1 —
Developing
innovative digital
solutions.
PRPL is an Orlando-based digital
agency serving global brands at
the intersection of technology and
humanity.
Our agile process is driven by
goals and backed by data. We
put strategy first to uncover
insights, solve problems, and
drive results.
Who Are We Purple, Rock, Scissors1 —
Clients
and Friends
Who Are We Purple, Rock Scissors1 —
Fifty Rockstars and Growing
EST. 2002
The Symbiosis
of Brains,
Marketing,
and Design
1 Who Are We
2 Our Background
3 Quest App
4 The Ecosystem
5 Workshop
Agenda
Our Background
PRIOR STUDIES
Background Synapses2 —
In Search of
Synaptic
Plasticity
Synapses are connections
between neurons.
Synaptic Plasticity is the
means by which our brains
change.
Synapses can be modulated.
Background Synaptic Plasticity in Action2 —
Synaptic Plasticity in Action
Background Why Neurometabolism?2 —
Why
Neurometabolism
?
Long-term potentiation — 

how our brains change over time.
Strengthening of synapses =
greater plasticity & memory
formation.
Fueled by long-term metabolic
changes.
Background Merging the Two2 —
Neuroscienc
e
Marketing
Strategy
Background Merging the Two2 —
Neuro-
science
Marketing
StrategyNeuroscience
Background Marketing Strategy & Behavior2 —
Marketing
Strategy &
Behavior
What motivates both users &
companies?
Where do they meet?
How can we test what works?
How do we measure it?
Background Microtubules, Memories, and Automation2 —
Microtubules,
Memories, and
Automation
Microtubules: Components of
cells that facilitate cell interaction.
Respond instantly to network
changes.
Play an integral role in
maintaining environmental
structure & fluidity.
Essential to short-term memory.
Background Memory Encoding in Blobs2 —
Memory Encoding in Blobs
Background Microtubules, Memories, and Automation2 —
Helping HIV+ Kids
Forget
Mood disorders & traumatic
experiences.
Therapy: weakening of
associative long-term memory.
Background Merging the Two2 —
Neuropsychology UX Design
Background Merging the Two2 —
UX DesignNeuropsychology
The Symbiosis
of Brains,
Marketing,
and Design
1 Who We Are
2 Our Background
3 Quest App
4 The Ecosystem
5 Workshop
Agenda
Quest App
SAMPLE APPLICATION
Our App Quest App3 —
Quest: For All
Your Questions
& Answers
Quest is a desktop app designed
to create questioners and
answerers out of everyone.
Quest will match you with an
expert in that topic and reward
experts for their knowledge
contributions.
Our App Quest App3 —
Quest: Value Proposition
Life is hard, and we all have both questions and answers. Quest
is designed to grow knowledge and help people live better lives.
Our App Value Proposition3 —
How It Works: Questions
• Create a profile on the Quest site or ask a question as a guest.
• Submit questions using the question builder interface.
• Receive email notifications when an expert has answered.

your question.
• Rate answers using our easy rubric.
• Continue the conversation with your favorite experts.
How It Works: QuestionsOur App3 —
How It Works: Answers
• Create a profile on the Quest site.
• Choose your favorite topics.
• Browse questions to answer.
• Answer questions.
• Receive email notifications when a questioner assigns you points.
• Answer more questions, or ask one yourself!
Our App How It Works: Questions3 —
The Symbiosis
of Brains,
Marketing,
and Design
1 Who We Are
2 Our Background
3 Quest App
4 The Ecosystem
5 Workshop
Agenda
The Ecosystem
WHAT WE’RE DOING
IntroductionThe Ecosystem4 —
The Ecosystem
The Ecosystem is a behavior model we’ve created to help
simplify complex neurological and behavioral concepts into
something actionable for this audience.
The Ecosystem
Behavior Model
Motivation HabitSatisfactionDecisionsTriggers
The Ecosystem4 —
The Ecosystem
Motivation DecisionsTriggers
The reason why we take action.
Behavior ModelThe Ecosystem4 —
The Ecosystem
Motivation SatisfactionDecisionsTriggers
Anything that catalyzes a decision.
Behavior ModelThe Ecosystem4 —
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
Selection of course of action.
Behavior ModelThe Ecosystem4 —
The Ecosystem
HabitSatisfactionDecisionsTriggers
Satiation of needs from an experience.
Behavior ModelThe Ecosystem4 —
The Ecosystem
HabitSatisfactionDecisions
A fixed way of thinking, willing, or feeling.
Behavior ModelThe Ecosystem4 —
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
Behavior ModelThe Ecosystem4 —
Motivation
THE ECOSYSTEM
Who Are We Purple, Rock, Scissors1 —
Pokemon Go
iPhone 6
375 x 667px
• An app phenomenon
• Great example of how a habit
forming experience pulling from
various motivators.
• We’ll use examples throughout
A Virtual Scavenger Hunt
Who Are We Introductions1 —
Motivation
Defined
The reason why we take action.
Holy grail of marketers
everywhere.
A core part of user research.
How does motivation interact with
the other neuroscience pillars?
MOTIVATION TRIGGERS DECISIONS SATISFACTION HABITThe Ecosystem4 —
Core
Motivators
Dr. B.J. Fogg postulates 3 Core
Motivators:
Seek Pleasure, Avoid Pain.
Seek Hope, Avoid Fear.
Seek Social Acceptance, 

Avoid Rejection.
MOTIVATION TRIGGERS DECISIONS SATISFACTION HABITThe Ecosystem4 —
Motivational
Matrix
Developed by author David
Forbes, the MindSight Matrix is
one way we can apply
motivational concepts to
marketing and product design.
Asks two questions that we
consider when seeking change:
What change do we want? Where
do we want it to occur?
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
INTRAPSYCHIC

The self
INSTRUMENTAL
The object world
INTERPERSONAL
The social world
EXPECTATIONS
For the future
Safe, Confident

SECURITY

Insecure, Afraid
Free, Powerful

EMPOWERMENT

Trapped, Frustrated
Accepted, Belonging
BELONGING
Isolated, Lonely
EXPERIENCES

In the moment
Unique, Interesting

IDENTITY

Ordinary, Boring
Involved, Absorbed

ENGAGEMENT
Passive, Indifferent
Sharing, Caring
NURTURANCE
Selfish, Unloved
OUTCOMES
From past behavior
Talented, Exceptional

MASTERY
Incompetent
Victorious, Productive
ACHIEVEMENT
Defeated, Pointless
Proud, Respected

ESTEEM
Ashamed, Disgraced
adapted from Forbes “The Science of Why”
The MindSight Matrix
4 —
Medals
iPhone 6
375 x 667px
iPhone 6
375 x 667px
iPhone 6
375 x 667px
The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
Intrapsychic Motivation
• Important for realization of self needs and wants.
• Future: We want to feel secure about our expectations for the future.
• Present: We want to experience unique and interesting things in the
moment.
• Past: We want to feel a sense of accomplishment when we have
mastered something for ourselves.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
iPhone 6
375 x 667px
Filling Up
Pokedex iPhone 6
375 x 667px
iPhone 6
375 x 667px
The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
Instrumental Motivation
• Important for feeling comfortable within physical space
• Future: We don’t want to feel trapped in our life situations.
• Present: We want to be empowered in our planning and engaged with
our experiences.
• Past: We also want to feel productive & efficient in our work &
situation.
adapted from Forbes “The Science of Why”
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
iPhone 6
375 x 667px
Lures 

and Teams iPhone 6
375 x 667px
iPhone 6
375 x 667px
The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
Interpersonal Motivation
• Important for feeling valued with the people in your circle.
• Future: We want to feel accepted by other people when we think
about engaging with them.
• Present: We want to feel cared for by them when we engage with
them.
• Past: We also want to feel as though we’ve secured a place in our
many social circles.
adapted from Forbes “The Science of Why”
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Appealing to All Angles
These approaches are constructs that help us categorize the billions
of complex, intrinsic reasons why we do things.
Use a different motivational approach to sell the same or similar
product.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Target Multiple Motivating Factors
Dual use of intrapsychic and interpersonal motivation creates
broad appeal to a variety of our motivations within a target
audience segment.
Best practice to position your brand, product, or service as
satisfying not just one but a variety of different motivations.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Reward System
1
2
• Aversion, reward, and
addiction centers of the
brain.
• Related to impulsivity, the
placebo effect, and
rhythmic typing .
Nucleus Accumbens
• Aversion, reward, and
addiction centers of the
brain.
VTA
1
2
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
In the Brain: VTA is DOPE
The Ventral Tegmental Area (VTA) is a vital part of the brain’s
reward system.
Center of dopaminergic pathways and studied for behavior
enforcement and addiction.
The Ventral Pallidum is specifically associated with
‘wanting’ (motivation) and ‘liking’ (satisfaction).
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Like Expected reward
Learning Action selection
Actual reward
Dopamine
neurons
Dopamine
neurons
Attribution of
incentive salence
Incentive Assignment(a) (b) Salience and Reward
Want
Motivational
Salience
The extent an object, event, or
thought drives goal directed
behavior.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Incentive
Salience
Assigns ‘want’ attribute to stimuli
Creates want by rewarding stimuli
with increasing dopamine.
In behavioralism, positive
conditioning.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Like Expected reward
Learning Action selection
Actual reward
Dopamine
neurons
Dopamine
neurons
Attribution of
incentive salence
Incentive Assignment(a) (b) Salience and Reward
Want
Like Expected reward
Learning Action selection
Actual reward
Dopamine
neurons
Dopamine
neurons
Attribution of
incentive salence
Incentive Assignment(a) (b) Salience and Reward
Want
Aversive
Salience
Reduces ‘want’ attribute to stimuli.
Decreases dopamine levels.
In behavioralism, positive
punishment.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Key Takeaways for
Motivation• Intrapsychic, instrumental, and interpersonal motivational
“buckets” can be used to help classify different types of
motivation.
• Ensuring that your service or product offering appeals to all
three will broaden your reach and increase your relevancy.
• Consider the motivational salience of your product / service. To
what extent does your product / service drive goal-directed
behavior?
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Persona 1: College Student
• Design student, interested in UX
• Enjoys visiting Art museums
• Likes to learn coding, especially CSS
• Asks questions about user research, product design
• Answers questions about typography, logo design
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Persona 2: Junior Level
Professional• Marketing Strategist
• Enjoys music production
• Likes to code in her free time
• Asks questions about audio mastering tips, Adwords
search
• Answers questions about Google Analytics, about violins
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Persona 3: Aerospace Engineer
• Competitive Gamer
• Mid-30’s
• Asks questions about CS:GO strategy,
aerospace industry trends
• Answers questions about rocket engineering,
pro gaming strategies
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Triggers
THE ECOSYSTEM
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem
Motivation SatisfactionDecisionsTriggers
Anything that catalyzes a decision.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Triggered by…Vaporeon?
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Trigger-nometry • A trigger is anything that
catalyzes a decision.
• External & internal.
• The strongest triggers are both.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Trigger-nometry
External Internal
What to do next is outside What to do next is in the user’s head
Alarms
Emails
Sales
Warnings
Reward Programs
Due Dates
Calendar
Stores
Emotions
Routines
Situations
Goals
Loss Aversion
Reward Expectation
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
External Triggers
Paid Triggers: Effective but costly. Less effective at getting users to
come back. Leverage for acquisition then use other triggers.
Earned Triggers: Referrals from family and friends are key part of
spreading products. Build an engaged user base through good UX.
Owned Triggers: Owning a piece of real estate in the user’s
environment. As long as a user gives permission. (Strongest trigger.)
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Notifications
iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Go PLUS
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Internal Triggers
Internal triggers manifest automatically from motivators and related
emotions.
Negative emotions are particularly strong. Many motivations stem
from loss aversion. (Avoid pain, fear, social rejection).
Positive emotions can stem from satiation of motivators.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Internal Triggers (cont.d)
Users associate an internal trigger with your product
(solve for their need).
The information about what to do after the trigger is encoded
as a learned association.
Internal triggers keep users coming back to the experience.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Internal Triggers (cont.d)
Users associate an internal trigger with your product
(solve for their need).
The information about what to do after the trigger is encoded
as a learned association.
Internal triggers keep users coming back to the experience.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
iPhone 6
375 x 667px
Filling Up
Pokedex iPhone 6
375 x 667px
iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Combined Triggers
Relationship Triggers: Can become internal triggers. Interpersonal
motivators can drive users to re-engage.
Owned Triggers: Can become internal triggers. Intrapsychic and
interpersonal motivators.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Combined Triggers
Relationship Triggers: Can become internal triggers. Interpersonal
motivators can drive users to re-engage.
Owned Triggers: Can become internal triggers. Intrapsychic and
interpersonal motivators.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Fogg Behavioral Model
Hard to do Easy to do
High
Motivation
Low
Motivation
Ability (A)
Motivation (M) Triggers (T)
Succeed Here
Triggers (T)
Fail Here
Activation
Threshold
B=MAT
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Fogg Behavioral Model
B=MAT
M=Motivation. Why a user
takes action.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
High
Motivation
Low
Motivation
Motivation (M)
Fogg Behavioral Model
B=MAT
A=Ability to perform the Action
Hard to do Easy to do
Ability (A)
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Fogg Behavioral Model
T=Strength of Trigger
Hard to do Easy to do
High
Motivation
Low
Motivation
Ability (A)
Motivation (M) Triggers (T)
Succeed Here
Triggers (T)
Fail Here
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
B=MAT
Fogg Behavioral Model
Spark
Leverage motivations.
Hard to do Easy to do
High
Low
(A)
(M)
Facilitator Signal
Spark
Facilitator
Reduce risk, make easier to use.
Signal
Reminder; don’t confuse with others.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Signals can be
quick and
effective
Certain triggers catalyze actions
that don’t always reach the
decision making process. These
are quick thinking triggers.
These use the brain’s fast,
automatic, and intuitive approach.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Traffic Light
Car turn signal
Elevator chime
Notification
Low Battery
Event Reminder
Transactional email
Free Trial CTA
Sound Affordance
IRL Phone Digital Product
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Signals can be quick and effectiveSignals can be quick and effective
Signals can be quick and effective
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Signals can be quick and effective
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Signals can be quick and effective
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Quick Triggers
• Signals often fall under the category of System 1 triggers become
stronger with habit formation.
• Many soft conversion triggers are System 1.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Slow Triggers
• Slow triggers have multiple influencing factors.
• Most hard conversion triggers are slow triggers.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Reward System
1
2
• Aversion, reward, and
addiction centers of the
brain.
• Related to impulsivity, the
placebo effect, and rhythmic
typing
Nucleus Accumbens
• Aversion, reward, and
addiction centers of the
brain.
VTA
1
2
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Reward System
1
2
• Aversion, reward, and
addiction centers of the
brain.
• Related to impulsivity, the
placebo effect, and rhythmic
typing
Nucleus Accumbens
• Aversion, reward, and
addiction centers of the
brain.
VTA
1
2
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
In the Brain: Back to that VTA
• Ventral Pallidum neurons encode incentive
and hedonic stimuli in phasic bursts of
excitement.
• These bursts are the measurable effects of
triggers on the brain.
• We’ve shown people ice cream and scanned
their brains.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Key Takeaways for Triggers
• Triggers are catalysts for action.
• Quick triggers don’t reach a decision making process.
• Quick triggers are often stronger and less complex than slow
triggers.
• Triggers become stronger through habit formation.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Decisions
THE ECOSYSTEM
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
Selection of course of action.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Decision-Making as a Model
• Some decisions are easy (“I’m starving; time to eat”)
• Others have more layers (“Do I continue writing my novel of 10
years if I have started prioritizing my career as a strategist?”)
• What are the factors at play that comprise this difference?
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Fogg Behavioral Model
Hard to do Easy to do
High
Motivation
Low
Motivation
Ability (A)
Motivation (M) Triggers (T)
Succeed Here
Triggers (T)
Fail Here
Activation
Threshold
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• Motivation, ability, and a trigger must be present for a user to take
action.
• Triggers lying above the activation threshold curve are successful in
generating an action.
Fogg Behavioral Model
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Fogg Behavioral Model
Hard to do Easy to do
High
Motivation
Low
Motivation
Ability (A)
Motivation (M) Triggers (T)
Succeed Here
Triggers (T)
Fail Here
Activation
Threshold
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Decision
Zone
Decisions as Outcomes
• Delicate balance between input and output.
• Decision attitude: our opinion of the cost analysis of the proposal.
• We assess the magnitude of change the decision will bring to our
lives.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Pokemon
Store iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Decision Process • Our brains create a weighted
average “decision attitude”
within seconds.
• Do I want to do this?
• Is it hard to do?
• Am I good at it?
• How long will it take?
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Decision
Process
Problem 1 Problem 2
Get $900 for sure
OR
90% chance to get
$1,000
Lose $900 for sure
OR
90% chance to lose
$1,000
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• States: Our aversion to loss is generally greater than our
response to gains.
• Different from utility theory, which treats changes in state
as having equal psychological weight.
• Disrupts traditional rational thought in economics
Prospect Theory
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Prospect Theory
-10
10
+ Dollar
- Psychological
Losse
Gain
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• Align product/service sure gains with prospect theory.
• Emphasizing how your product or service helps users avoid sure
losses can appeal to loss aversion as a general psychological
principle.
Prospect Theory in Action
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Reward System
1
2
• ”Higher brain functions.”
• Planning complex behaviors
• Pulls from other variables to
give weight to reward
system
Prefrontal Cortex
• Sensory input and
language processing
• Key in planning and
coordination
Anterior Parietal Lobe
1
2
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Key Takeaways for
Decisions• Use the Fogg Model to treat decisions as a function of
motivation, ability, and triggers.
• Our brains create split second decision attitudes as a weighted
average of our initial assessment of a decision’s impact on our
lives.
• The magnitude of change that a decision will bring to our lives is
often more important than the actual product, service, or situation
itself.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Satisfaction
THE ECOSYSTEM
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem
HabitSatisfactionDecisionsTriggers
Satiation of needs from an experience.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• Satisfaction: Sometimes used interchangeable with
happiness.
• Evaluation of an experience as a whole.
• Happiness: Product of emotions in the moment.
I Can’t Get No…
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• Satisfaction is:
• Emotions during your experience
• Memory of that experience
• External factors affecting your memory
Major factors
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
• A reward reinforces a displayed behavior. It increases the
probability of that behavior occurring again.
Rewards
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Incentive Salience:
Reward
• ‘Want’ or ‘desire’ attribute
• Creates want by rewarding
stimuli with increasing
dopamine.
• Satisfaction before, during, and
after experience leads to
pleasure and increased ‘want’.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Like Expected reward
Learning Action selection
Actual reward
Dopamine
neurons
Dopamine
neurons
Attribution of
incentive salence
Incentive Assignment(a) (b) Salience and Reward
Want
Incentive Salience:
Reward
• Perception of satisfaction - fluid
• The following can change
perception of satisfaction by
average rating of 2:

— Previous memories

— New associative memories

— Environmental shifts
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Memory Plays
Large Part Over
Time
• Our perception of satisfaction
can be altered before and after
an experience.
• Associations and things like the
Primacy Effect can skew or
derail perception of satisfaction.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Incentive Salience:
Reward
• Rushing at the end of a vacation
can distort your memory of the
entire experience.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Incentive Salience:
Reward
15%
11%
18%
57%
During Experience
Associative Experiences
Triggers
Environmental Changes
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Memory Recall • Brains recall old memories by
piecing together stored
components and creating a
cohesive remembrance of the
past.
• Recollective experience is handled
by the hippocampus.
• Recollection of episodic
experiences, stored in
hippocampal event engrams.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Memory
Association
Banana Vomit
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
TL;DR - No Need
to Avoid Bananas
• Brains form temporal and causal
connections between our
memories.
• Anchoring: “fixing” the brain to a
certain reference point
• Availability effect: the brain’s
tendency to accept that which is
most easily available
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Anchoring in
Projects
• Gifn’s internal promotion feature
leverages the anchoring effect in
real time.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Micro-Experiences
1. To reduce possibility of skewing satisfaction.

2. Make the action easy to do to improve
triggers.
Create discrete, simple, and rewarding 

micro-experiences.
Micro-experiences are distinct and small
experiences that provide small rewards.
START
SMALL
EXPERIENCE
REWARD
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Micro-Experiences
• Onboarding
• Interaction Animations
• Wizards
• Suggestions
• E-mail swipe-to-delete
• Twitter
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Micro-Experiences
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Our Talk is
Loading…
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Thanks! Here’s a Bathroom Break!
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Reward System
1
2
• Aversion, reward, and
addiction centers of the
brain.
• Related to impulsivity, the
placebo effect, and rhythmic
typing
Nucleus Accumbens
• Aversion, reward, and
addiction centers of the
brain.
VTA
1
2
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Reward Centers • Your brain rewards you for
behaviors that benefit you.
• Reward centers release GABA,
dopamine, serotonin.
• Satisfaction is a product of these
centers.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Hedonic Hot Spots • Areas of the brain associated with
“liking” certain rewards.
• MRI scans and for plum mapping
identify opiod distribution in these
areas to find them.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Key Takeaways for Satisfaction
• Satisfaction is the evaluation of a user experience as a whole,
rather than the sum of emotions in a single situation.
• Leveraging rewards and reward behaviors with your product or
service design can integrate satisfaction into your product
strategy.
• Utilizing micro-experiences as satisfactory stepping stones in a
user experience can maximize reward centers along a process
flow.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Habits
THE ECOSYSTEM
The Ecosystem
HabitSatisfactionDecisionsTriggers
Satiation of needs from an experience.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Ecosystem
HabitSatisfactionDecisions
A fixed way of thinking, willing, or feeling.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Hook Model & Effective Habits
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Satisfaction,
Motivation, and
Memory
• The three behavioral pillars
contribute to the successful
development of habitual use.
• Creating useful awards in micro-
experiences increases habitual
use of a digital product.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Keystone habits: Usually high reward, high impact habits and/
or exhibited for over 2 years and can easily become triggers.
Keystone Habits
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Habit Inertia • Create investments in habits.
• By engaging in satisfying
experiences with strong triggers,
users increase their likeliness of
returning to a product.
• “Ikea Effect”
• The more time you spend on it,
the fonder you become.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Good Old
Days iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Good Old
Days iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Good Old
Days iPhone 6
375 x 667px
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Patched Solution
First tracking system provided the user with system feedback
Rewarding micro-experiences as you approached Pokemon
Tracking & catching Pokemon yourself = Ikea Effect
Patched tracking removed functionality, destroying those micro-rewards
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Key Takeaways for Habits
• A habit is a fixed and often unnoticed action taken by a
person.
• Habits are formed through triggers, actions, rewards, and
investments.
• Investments increase habit formation inertia.
• Increase rewards and micro-experiences.
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
The Symbiosis
of Brains,
Marketing,
and Design
1 Who We Are
2 Our Background
3 Quest App
4 The Ecosystem
5 Workshop
Agenda
Workshop
WORK TIME
Neuroscience in Action
Using what you’ve learned about neuroscience’s role in marketing
and design, let’s put it in action by critiquing an app that we’ve
conceptualized for this workshop.
Foundations How It Works: Questions3 — Workshop5 —
Workshop Quest App5 —
Persona 1: College Student
• Design student, interested in UX
• Enjoys visiting Art museums
• Likes to learn coding, especially CSS
• Asks questions about user research, product design
• Answers questions about typography, logo design
Workshop Quest App5 —
Persona 2: Junior Level
Professional• Marketing Strategist
• Enjoys music production
• Likes to code in her free time
• Asks questions about audio mastering tips, Adwords
search
• Answers questions about Google Analytics, about violins
Workshop Quest App5 —
Persona 3: Aerospace Engineer
• Competitive Gamer
• Mid-30’s
• Asks questions about CS:GO strategy,
aerospace industry trends
• Answers questions about rocket engineering,
pro gaming strategies
Workshop Quest App5 —
Final Exercise - Journey Map
• We want to identify opportunities for
improvement in the Quest app.
• Design & marketing focused.
• Questioners & answerers.
• Three personas.
Workshop Quest App5 —
Final Exercise - Journey Map
• Using the behavioral toolkits you developed earlier, each table will
create a journey map for one of the three personas.
• Half of the table will create a journey map for a questioner flow.
• The other half will create the answerer flow.
Workshop Quest App5 —
Final Exercise - Journey Map
Six key phases for this model interaction:
• Acquisition 1 / Engagement 1
• Acquisition 2 / Engagement 2
• Acquisition 3 / Engagement 3
Workshop Quest App5 —
Final Exercise - Journey Map
• Within each phase, we’ve defined a set of goals that users need to
complete in order to count as a successful engagement.
• Your job: Using post-its at your table, ideate the steps that the user
needs to complete in order to complete each goal.
• Think about the behavioral pillars as you are writing steps. Write
these associations down in the spaces provided.
Workshop Quest App5 —
Final Exercise - Journey Map
• List three design & three marketing recommendations based on
your neuroscience findings in the space provided.
• Do this for each goal. Then, compare your journey map with the
other half of the table.
• Discuss with your table what was similar & different about the
behavioral findings & recommendations in your flows.
Workshop Quest App5 —
Stop Here
WORKBOOK BREAK
The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
Conclusions
PULLING IT ALL TOGETHER
Why Do This?
• Neuroscience techniques create common threads between user
experience & re-engagement.
• Ability of UX design to satisfy & motivate correlates to the impact
of user memory of the experience.
• More impactful experiences combined with triggered marketing
efforts are vital for successful re-engagement.
Conclusions Pulling It All Together6 —
The Ecosystem
Motivation HabitSatisfactionDecisionsTriggers
Behavior ModelConclusions6 —
Connections
• Cells : Organs
• Synapses : Associations
• Steps : Goals
Conclusions Pulling It All Together6 —
Conclusions Pulling It All Together6 —
Connections
• Neuroscience - anti-silo
• You can think like a scientist without being one.
• Go beyond the persona.
• Go beyond the target audience.
Conclusions Pulling It All Together6 —
Thank you!
PRESENTED BY
Tommy Hung
@tommyx88
UX Strategist
Caitlin Pequignot
@aveleonmusic
Digital Strategist
x

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PRPL @ SXSW: The Symbiosis of Brains, Marketing, and Design

  • 1. The Symbiosis of Brains, Marketing, and Design PRESENTED BY Tommy Hung @tommyx88 UX Strategist Caitlin Pequignot @aveleonmusic Digital Strategist x
  • 2. The Symbiosis of Brains, Marketing, and Design 1 Who Are We 2 Our Background 3 Quest App 4 The Ecosystem 5 Workshop Agenda
  • 4. Who Are We Introductions1 — Caitlin Pequignot @aveleonmusic Digital Strategist Tommy Hung @tommyx88 UX Strategist
  • 5. Who Are We Purple, Rock Scissors1 —
  • 6. Who Are We Purple, Rock Scissors1 — Purple Rock Scissors WHO WE ARE
  • 7. Who Are We Purple, Rock Scissors1 — PRPL WHO WE ARE
  • 8. Who Are We Purple, Rock Scissors1 — PRPLAt we uncover insights build software solve problems drive ROI optimize performance create content deliver value
  • 9. Who Are We Purple, Rock, Scissors1 — Developing innovative digital solutions. PRPL is an Orlando-based digital agency serving global brands at the intersection of technology and humanity. Our agile process is driven by goals and backed by data. We put strategy first to uncover insights, solve problems, and drive results.
  • 10. Who Are We Purple, Rock, Scissors1 — Clients and Friends
  • 11. Who Are We Purple, Rock Scissors1 — Fifty Rockstars and Growing EST. 2002
  • 12. The Symbiosis of Brains, Marketing, and Design 1 Who Are We 2 Our Background 3 Quest App 4 The Ecosystem 5 Workshop Agenda
  • 14. Background Synapses2 — In Search of Synaptic Plasticity Synapses are connections between neurons. Synaptic Plasticity is the means by which our brains change. Synapses can be modulated.
  • 15. Background Synaptic Plasticity in Action2 — Synaptic Plasticity in Action
  • 16. Background Why Neurometabolism?2 — Why Neurometabolism ? Long-term potentiation — 
 how our brains change over time. Strengthening of synapses = greater plasticity & memory formation. Fueled by long-term metabolic changes.
  • 17. Background Merging the Two2 — Neuroscienc e Marketing Strategy
  • 18. Background Merging the Two2 — Neuro- science Marketing StrategyNeuroscience
  • 19. Background Marketing Strategy & Behavior2 — Marketing Strategy & Behavior What motivates both users & companies? Where do they meet? How can we test what works? How do we measure it?
  • 20. Background Microtubules, Memories, and Automation2 — Microtubules, Memories, and Automation Microtubules: Components of cells that facilitate cell interaction. Respond instantly to network changes. Play an integral role in maintaining environmental structure & fluidity. Essential to short-term memory.
  • 21. Background Memory Encoding in Blobs2 — Memory Encoding in Blobs
  • 22. Background Microtubules, Memories, and Automation2 — Helping HIV+ Kids Forget Mood disorders & traumatic experiences. Therapy: weakening of associative long-term memory.
  • 23. Background Merging the Two2 — Neuropsychology UX Design
  • 24. Background Merging the Two2 — UX DesignNeuropsychology
  • 25. The Symbiosis of Brains, Marketing, and Design 1 Who We Are 2 Our Background 3 Quest App 4 The Ecosystem 5 Workshop Agenda
  • 27. Our App Quest App3 —
  • 28. Quest: For All Your Questions & Answers Quest is a desktop app designed to create questioners and answerers out of everyone. Quest will match you with an expert in that topic and reward experts for their knowledge contributions. Our App Quest App3 —
  • 29. Quest: Value Proposition Life is hard, and we all have both questions and answers. Quest is designed to grow knowledge and help people live better lives. Our App Value Proposition3 —
  • 30. How It Works: Questions • Create a profile on the Quest site or ask a question as a guest. • Submit questions using the question builder interface. • Receive email notifications when an expert has answered.
 your question. • Rate answers using our easy rubric. • Continue the conversation with your favorite experts. How It Works: QuestionsOur App3 —
  • 31. How It Works: Answers • Create a profile on the Quest site. • Choose your favorite topics. • Browse questions to answer. • Answer questions. • Receive email notifications when a questioner assigns you points. • Answer more questions, or ask one yourself! Our App How It Works: Questions3 —
  • 32. The Symbiosis of Brains, Marketing, and Design 1 Who We Are 2 Our Background 3 Quest App 4 The Ecosystem 5 Workshop Agenda
  • 34. IntroductionThe Ecosystem4 — The Ecosystem The Ecosystem is a behavior model we’ve created to help simplify complex neurological and behavioral concepts into something actionable for this audience.
  • 35. The Ecosystem Behavior Model Motivation HabitSatisfactionDecisionsTriggers The Ecosystem4 —
  • 36. The Ecosystem Motivation DecisionsTriggers The reason why we take action. Behavior ModelThe Ecosystem4 —
  • 37. The Ecosystem Motivation SatisfactionDecisionsTriggers Anything that catalyzes a decision. Behavior ModelThe Ecosystem4 —
  • 38. The Ecosystem Motivation HabitSatisfactionDecisionsTriggers Selection of course of action. Behavior ModelThe Ecosystem4 —
  • 39. The Ecosystem HabitSatisfactionDecisionsTriggers Satiation of needs from an experience. Behavior ModelThe Ecosystem4 —
  • 40. The Ecosystem HabitSatisfactionDecisions A fixed way of thinking, willing, or feeling. Behavior ModelThe Ecosystem4 —
  • 43. Who Are We Purple, Rock, Scissors1 — Pokemon Go iPhone 6 375 x 667px • An app phenomenon • Great example of how a habit forming experience pulling from various motivators. • We’ll use examples throughout
  • 44. A Virtual Scavenger Hunt Who Are We Introductions1 —
  • 45. Motivation Defined The reason why we take action. Holy grail of marketers everywhere. A core part of user research. How does motivation interact with the other neuroscience pillars? MOTIVATION TRIGGERS DECISIONS SATISFACTION HABITThe Ecosystem4 —
  • 46. Core Motivators Dr. B.J. Fogg postulates 3 Core Motivators: Seek Pleasure, Avoid Pain. Seek Hope, Avoid Fear. Seek Social Acceptance, 
 Avoid Rejection. MOTIVATION TRIGGERS DECISIONS SATISFACTION HABITThe Ecosystem4 —
  • 47. Motivational Matrix Developed by author David Forbes, the MindSight Matrix is one way we can apply motivational concepts to marketing and product design. Asks two questions that we consider when seeking change: What change do we want? Where do we want it to occur? The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 48. The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT INTRAPSYCHIC
 The self INSTRUMENTAL The object world INTERPERSONAL The social world EXPECTATIONS For the future Safe, Confident
 SECURITY
 Insecure, Afraid Free, Powerful
 EMPOWERMENT
 Trapped, Frustrated Accepted, Belonging BELONGING Isolated, Lonely EXPERIENCES
 In the moment Unique, Interesting
 IDENTITY
 Ordinary, Boring Involved, Absorbed
 ENGAGEMENT Passive, Indifferent Sharing, Caring NURTURANCE Selfish, Unloved OUTCOMES From past behavior Talented, Exceptional
 MASTERY Incompetent Victorious, Productive ACHIEVEMENT Defeated, Pointless Proud, Respected
 ESTEEM Ashamed, Disgraced adapted from Forbes “The Science of Why” The MindSight Matrix 4 —
  • 49. Medals iPhone 6 375 x 667px iPhone 6 375 x 667px iPhone 6 375 x 667px The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
  • 50. Intrapsychic Motivation • Important for realization of self needs and wants. • Future: We want to feel secure about our expectations for the future. • Present: We want to experience unique and interesting things in the moment. • Past: We want to feel a sense of accomplishment when we have mastered something for ourselves. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 51.
  • 52. iPhone 6 375 x 667px Filling Up Pokedex iPhone 6 375 x 667px iPhone 6 375 x 667px The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
  • 53. Instrumental Motivation • Important for feeling comfortable within physical space • Future: We don’t want to feel trapped in our life situations. • Present: We want to be empowered in our planning and engaged with our experiences. • Past: We also want to feel productive & efficient in our work & situation. adapted from Forbes “The Science of Why” The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 54.
  • 55. iPhone 6 375 x 667px Lures 
 and Teams iPhone 6 375 x 667px iPhone 6 375 x 667px The Ecosystem MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT4 —
  • 56. Interpersonal Motivation • Important for feeling valued with the people in your circle. • Future: We want to feel accepted by other people when we think about engaging with them. • Present: We want to feel cared for by them when we engage with them. • Past: We also want to feel as though we’ve secured a place in our many social circles. adapted from Forbes “The Science of Why” The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 57.
  • 58. Appealing to All Angles These approaches are constructs that help us categorize the billions of complex, intrinsic reasons why we do things. Use a different motivational approach to sell the same or similar product. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 59.
  • 60. Target Multiple Motivating Factors Dual use of intrapsychic and interpersonal motivation creates broad appeal to a variety of our motivations within a target audience segment. Best practice to position your brand, product, or service as satisfying not just one but a variety of different motivations. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 61. The Reward System 1 2 • Aversion, reward, and addiction centers of the brain. • Related to impulsivity, the placebo effect, and rhythmic typing . Nucleus Accumbens • Aversion, reward, and addiction centers of the brain. VTA 1 2 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 62. In the Brain: VTA is DOPE The Ventral Tegmental Area (VTA) is a vital part of the brain’s reward system. Center of dopaminergic pathways and studied for behavior enforcement and addiction. The Ventral Pallidum is specifically associated with ‘wanting’ (motivation) and ‘liking’ (satisfaction). The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 63. Like Expected reward Learning Action selection Actual reward Dopamine neurons Dopamine neurons Attribution of incentive salence Incentive Assignment(a) (b) Salience and Reward Want Motivational Salience The extent an object, event, or thought drives goal directed behavior. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 64. Incentive Salience Assigns ‘want’ attribute to stimuli Creates want by rewarding stimuli with increasing dopamine. In behavioralism, positive conditioning. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT Like Expected reward Learning Action selection Actual reward Dopamine neurons Dopamine neurons Attribution of incentive salence Incentive Assignment(a) (b) Salience and Reward Want
  • 65. Like Expected reward Learning Action selection Actual reward Dopamine neurons Dopamine neurons Attribution of incentive salence Incentive Assignment(a) (b) Salience and Reward Want Aversive Salience Reduces ‘want’ attribute to stimuli. Decreases dopamine levels. In behavioralism, positive punishment. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 66. Key Takeaways for Motivation• Intrapsychic, instrumental, and interpersonal motivational “buckets” can be used to help classify different types of motivation. • Ensuring that your service or product offering appeals to all three will broaden your reach and increase your relevancy. • Consider the motivational salience of your product / service. To what extent does your product / service drive goal-directed behavior? The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 67. Persona 1: College Student • Design student, interested in UX • Enjoys visiting Art museums • Likes to learn coding, especially CSS • Asks questions about user research, product design • Answers questions about typography, logo design The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 68. Persona 2: Junior Level Professional• Marketing Strategist • Enjoys music production • Likes to code in her free time • Asks questions about audio mastering tips, Adwords search • Answers questions about Google Analytics, about violins The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 69. Persona 3: Aerospace Engineer • Competitive Gamer • Mid-30’s • Asks questions about CS:GO strategy, aerospace industry trends • Answers questions about rocket engineering, pro gaming strategies The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 70. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 72. The Ecosystem Motivation HabitSatisfactionDecisionsTriggers The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 73. The Ecosystem Motivation SatisfactionDecisionsTriggers Anything that catalyzes a decision. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 74. Triggered by…Vaporeon? The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 75. Trigger-nometry • A trigger is anything that catalyzes a decision. • External & internal. • The strongest triggers are both. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 76. Trigger-nometry External Internal What to do next is outside What to do next is in the user’s head Alarms Emails Sales Warnings Reward Programs Due Dates Calendar Stores Emotions Routines Situations Goals Loss Aversion Reward Expectation The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 77. External Triggers Paid Triggers: Effective but costly. Less effective at getting users to come back. Leverage for acquisition then use other triggers. Earned Triggers: Referrals from family and friends are key part of spreading products. Build an engaged user base through good UX. Owned Triggers: Owning a piece of real estate in the user’s environment. As long as a user gives permission. (Strongest trigger.) The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 78. Notifications iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 79. Go PLUS The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 80. Internal Triggers Internal triggers manifest automatically from motivators and related emotions. Negative emotions are particularly strong. Many motivations stem from loss aversion. (Avoid pain, fear, social rejection). Positive emotions can stem from satiation of motivators. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 81. Internal Triggers (cont.d) Users associate an internal trigger with your product (solve for their need). The information about what to do after the trigger is encoded as a learned association. Internal triggers keep users coming back to the experience. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 82. Internal Triggers (cont.d) Users associate an internal trigger with your product (solve for their need). The information about what to do after the trigger is encoded as a learned association. Internal triggers keep users coming back to the experience. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 83. iPhone 6 375 x 667px Filling Up Pokedex iPhone 6 375 x 667px iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 84. Combined Triggers Relationship Triggers: Can become internal triggers. Interpersonal motivators can drive users to re-engage. Owned Triggers: Can become internal triggers. Intrapsychic and interpersonal motivators. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 85. Combined Triggers Relationship Triggers: Can become internal triggers. Interpersonal motivators can drive users to re-engage. Owned Triggers: Can become internal triggers. Intrapsychic and interpersonal motivators. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 86. Fogg Behavioral Model Hard to do Easy to do High Motivation Low Motivation Ability (A) Motivation (M) Triggers (T) Succeed Here Triggers (T) Fail Here Activation Threshold B=MAT The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 87. Fogg Behavioral Model B=MAT M=Motivation. Why a user takes action. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT High Motivation Low Motivation Motivation (M)
  • 88. Fogg Behavioral Model B=MAT A=Ability to perform the Action Hard to do Easy to do Ability (A) The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 89. Fogg Behavioral Model T=Strength of Trigger Hard to do Easy to do High Motivation Low Motivation Ability (A) Motivation (M) Triggers (T) Succeed Here Triggers (T) Fail Here The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT B=MAT
  • 90. Fogg Behavioral Model Spark Leverage motivations. Hard to do Easy to do High Low (A) (M) Facilitator Signal Spark Facilitator Reduce risk, make easier to use. Signal Reminder; don’t confuse with others. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 91. Signals can be quick and effective Certain triggers catalyze actions that don’t always reach the decision making process. These are quick thinking triggers. These use the brain’s fast, automatic, and intuitive approach. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 92. Traffic Light Car turn signal Elevator chime Notification Low Battery Event Reminder Transactional email Free Trial CTA Sound Affordance IRL Phone Digital Product The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT Signals can be quick and effectiveSignals can be quick and effective
  • 93. Signals can be quick and effective The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 94. Signals can be quick and effective The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 95. Signals can be quick and effective The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 96. Quick Triggers • Signals often fall under the category of System 1 triggers become stronger with habit formation. • Many soft conversion triggers are System 1. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 97. Slow Triggers • Slow triggers have multiple influencing factors. • Most hard conversion triggers are slow triggers. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 98. The Reward System 1 2 • Aversion, reward, and addiction centers of the brain. • Related to impulsivity, the placebo effect, and rhythmic typing Nucleus Accumbens • Aversion, reward, and addiction centers of the brain. VTA 1 2 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 99. The Reward System 1 2 • Aversion, reward, and addiction centers of the brain. • Related to impulsivity, the placebo effect, and rhythmic typing Nucleus Accumbens • Aversion, reward, and addiction centers of the brain. VTA 1 2 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 100. In the Brain: Back to that VTA • Ventral Pallidum neurons encode incentive and hedonic stimuli in phasic bursts of excitement. • These bursts are the measurable effects of triggers on the brain. • We’ve shown people ice cream and scanned their brains. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 101. Key Takeaways for Triggers • Triggers are catalysts for action. • Quick triggers don’t reach a decision making process. • Quick triggers are often stronger and less complex than slow triggers. • Triggers become stronger through habit formation. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 102. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 104. The Ecosystem Motivation HabitSatisfactionDecisionsTriggers The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 105. The Ecosystem Motivation HabitSatisfactionDecisionsTriggers Selection of course of action. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 106. Decision-Making as a Model • Some decisions are easy (“I’m starving; time to eat”) • Others have more layers (“Do I continue writing my novel of 10 years if I have started prioritizing my career as a strategist?”) • What are the factors at play that comprise this difference? The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 107. Fogg Behavioral Model Hard to do Easy to do High Motivation Low Motivation Ability (A) Motivation (M) Triggers (T) Succeed Here Triggers (T) Fail Here Activation Threshold The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 108. • Motivation, ability, and a trigger must be present for a user to take action. • Triggers lying above the activation threshold curve are successful in generating an action. Fogg Behavioral Model The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 109. Fogg Behavioral Model Hard to do Easy to do High Motivation Low Motivation Ability (A) Motivation (M) Triggers (T) Succeed Here Triggers (T) Fail Here Activation Threshold The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT Decision Zone
  • 110. Decisions as Outcomes • Delicate balance between input and output. • Decision attitude: our opinion of the cost analysis of the proposal. • We assess the magnitude of change the decision will bring to our lives. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 111. The Pokemon Store iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 112. Decision Process • Our brains create a weighted average “decision attitude” within seconds. • Do I want to do this? • Is it hard to do? • Am I good at it? • How long will it take? The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 113. Decision Process Problem 1 Problem 2 Get $900 for sure OR 90% chance to get $1,000 Lose $900 for sure OR 90% chance to lose $1,000 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 114. • States: Our aversion to loss is generally greater than our response to gains. • Different from utility theory, which treats changes in state as having equal psychological weight. • Disrupts traditional rational thought in economics Prospect Theory The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 115. Prospect Theory -10 10 + Dollar - Psychological Losse Gain The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 116. • Align product/service sure gains with prospect theory. • Emphasizing how your product or service helps users avoid sure losses can appeal to loss aversion as a general psychological principle. Prospect Theory in Action The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 117. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 118. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 119. The Reward System 1 2 • ”Higher brain functions.” • Planning complex behaviors • Pulls from other variables to give weight to reward system Prefrontal Cortex • Sensory input and language processing • Key in planning and coordination Anterior Parietal Lobe 1 2 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 120. Key Takeaways for Decisions• Use the Fogg Model to treat decisions as a function of motivation, ability, and triggers. • Our brains create split second decision attitudes as a weighted average of our initial assessment of a decision’s impact on our lives. • The magnitude of change that a decision will bring to our lives is often more important than the actual product, service, or situation itself. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 121. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 123. The Ecosystem Motivation HabitSatisfactionDecisionsTriggers The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 124. The Ecosystem HabitSatisfactionDecisionsTriggers Satiation of needs from an experience. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 125. • Satisfaction: Sometimes used interchangeable with happiness. • Evaluation of an experience as a whole. • Happiness: Product of emotions in the moment. I Can’t Get No… The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 126. • Satisfaction is: • Emotions during your experience • Memory of that experience • External factors affecting your memory Major factors The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 127. • A reward reinforces a displayed behavior. It increases the probability of that behavior occurring again. Rewards The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 128. Incentive Salience: Reward • ‘Want’ or ‘desire’ attribute • Creates want by rewarding stimuli with increasing dopamine. • Satisfaction before, during, and after experience leads to pleasure and increased ‘want’. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT Like Expected reward Learning Action selection Actual reward Dopamine neurons Dopamine neurons Attribution of incentive salence Incentive Assignment(a) (b) Salience and Reward Want
  • 129. Incentive Salience: Reward • Perception of satisfaction - fluid • The following can change perception of satisfaction by average rating of 2:
 — Previous memories
 — New associative memories
 — Environmental shifts The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 130. Memory Plays Large Part Over Time • Our perception of satisfaction can be altered before and after an experience. • Associations and things like the Primacy Effect can skew or derail perception of satisfaction. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 131. Incentive Salience: Reward • Rushing at the end of a vacation can distort your memory of the entire experience. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 132. Incentive Salience: Reward 15% 11% 18% 57% During Experience Associative Experiences Triggers Environmental Changes The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 133. Memory Recall • Brains recall old memories by piecing together stored components and creating a cohesive remembrance of the past. • Recollective experience is handled by the hippocampus. • Recollection of episodic experiences, stored in hippocampal event engrams. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 134. Memory Association Banana Vomit The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 135. TL;DR - No Need to Avoid Bananas • Brains form temporal and causal connections between our memories. • Anchoring: “fixing” the brain to a certain reference point • Availability effect: the brain’s tendency to accept that which is most easily available The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 136. Anchoring in Projects • Gifn’s internal promotion feature leverages the anchoring effect in real time. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 137. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 138. Micro-Experiences 1. To reduce possibility of skewing satisfaction.
 2. Make the action easy to do to improve triggers. Create discrete, simple, and rewarding 
 micro-experiences. Micro-experiences are distinct and small experiences that provide small rewards. START SMALL EXPERIENCE REWARD The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 139. Micro-Experiences • Onboarding • Interaction Animations • Wizards • Suggestions • E-mail swipe-to-delete • Twitter The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 140. Micro-Experiences The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 141. Our Talk is Loading… The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 142. Thanks! Here’s a Bathroom Break! The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 143. The Reward System 1 2 • Aversion, reward, and addiction centers of the brain. • Related to impulsivity, the placebo effect, and rhythmic typing Nucleus Accumbens • Aversion, reward, and addiction centers of the brain. VTA 1 2 The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 144. Reward Centers • Your brain rewards you for behaviors that benefit you. • Reward centers release GABA, dopamine, serotonin. • Satisfaction is a product of these centers. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 145. Hedonic Hot Spots • Areas of the brain associated with “liking” certain rewards. • MRI scans and for plum mapping identify opiod distribution in these areas to find them. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 146. Key Takeaways for Satisfaction • Satisfaction is the evaluation of a user experience as a whole, rather than the sum of emotions in a single situation. • Leveraging rewards and reward behaviors with your product or service design can integrate satisfaction into your product strategy. • Utilizing micro-experiences as satisfactory stepping stones in a user experience can maximize reward centers along a process flow. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 147. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 149. The Ecosystem HabitSatisfactionDecisionsTriggers Satiation of needs from an experience. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 150. The Ecosystem HabitSatisfactionDecisions A fixed way of thinking, willing, or feeling. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 151. Hook Model & Effective Habits The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 152. Satisfaction, Motivation, and Memory • The three behavioral pillars contribute to the successful development of habitual use. • Creating useful awards in micro- experiences increases habitual use of a digital product. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 153. Keystone habits: Usually high reward, high impact habits and/ or exhibited for over 2 years and can easily become triggers. Keystone Habits The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 154. Habit Inertia • Create investments in habits. • By engaging in satisfying experiences with strong triggers, users increase their likeliness of returning to a product. • “Ikea Effect” • The more time you spend on it, the fonder you become. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 155. The Good Old Days iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 156. The Good Old Days iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 157. The Good Old Days iPhone 6 375 x 667px The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 158. The Patched Solution First tracking system provided the user with system feedback Rewarding micro-experiences as you approached Pokemon Tracking & catching Pokemon yourself = Ikea Effect Patched tracking removed functionality, destroying those micro-rewards The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 159. Key Takeaways for Habits • A habit is a fixed and often unnoticed action taken by a person. • Habits are formed through triggers, actions, rewards, and investments. • Investments increase habit formation inertia. • Increase rewards and micro-experiences. The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 160. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 161. The Symbiosis of Brains, Marketing, and Design 1 Who We Are 2 Our Background 3 Quest App 4 The Ecosystem 5 Workshop Agenda
  • 163. Neuroscience in Action Using what you’ve learned about neuroscience’s role in marketing and design, let’s put it in action by critiquing an app that we’ve conceptualized for this workshop. Foundations How It Works: Questions3 — Workshop5 —
  • 165. Persona 1: College Student • Design student, interested in UX • Enjoys visiting Art museums • Likes to learn coding, especially CSS • Asks questions about user research, product design • Answers questions about typography, logo design Workshop Quest App5 —
  • 166. Persona 2: Junior Level Professional• Marketing Strategist • Enjoys music production • Likes to code in her free time • Asks questions about audio mastering tips, Adwords search • Answers questions about Google Analytics, about violins Workshop Quest App5 —
  • 167. Persona 3: Aerospace Engineer • Competitive Gamer • Mid-30’s • Asks questions about CS:GO strategy, aerospace industry trends • Answers questions about rocket engineering, pro gaming strategies Workshop Quest App5 —
  • 168. Final Exercise - Journey Map • We want to identify opportunities for improvement in the Quest app. • Design & marketing focused. • Questioners & answerers. • Three personas. Workshop Quest App5 —
  • 169. Final Exercise - Journey Map • Using the behavioral toolkits you developed earlier, each table will create a journey map for one of the three personas. • Half of the table will create a journey map for a questioner flow. • The other half will create the answerer flow. Workshop Quest App5 —
  • 170. Final Exercise - Journey Map Six key phases for this model interaction: • Acquisition 1 / Engagement 1 • Acquisition 2 / Engagement 2 • Acquisition 3 / Engagement 3 Workshop Quest App5 —
  • 171. Final Exercise - Journey Map • Within each phase, we’ve defined a set of goals that users need to complete in order to count as a successful engagement. • Your job: Using post-its at your table, ideate the steps that the user needs to complete in order to complete each goal. • Think about the behavioral pillars as you are writing steps. Write these associations down in the spaces provided. Workshop Quest App5 —
  • 172. Final Exercise - Journey Map • List three design & three marketing recommendations based on your neuroscience findings in the space provided. • Do this for each goal. Then, compare your journey map with the other half of the table. • Discuss with your table what was similar & different about the behavioral findings & recommendations in your flows. Workshop Quest App5 —
  • 173. Stop Here WORKBOOK BREAK The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
  • 175. Why Do This? • Neuroscience techniques create common threads between user experience & re-engagement. • Ability of UX design to satisfy & motivate correlates to the impact of user memory of the experience. • More impactful experiences combined with triggered marketing efforts are vital for successful re-engagement. Conclusions Pulling It All Together6 —
  • 177. Connections • Cells : Organs • Synapses : Associations • Steps : Goals Conclusions Pulling It All Together6 —
  • 178. Conclusions Pulling It All Together6 —
  • 179. Connections • Neuroscience - anti-silo • You can think like a scientist without being one. • Go beyond the persona. • Go beyond the target audience. Conclusions Pulling It All Together6 —
  • 180. Thank you! PRESENTED BY Tommy Hung @tommyx88 UX Strategist Caitlin Pequignot @aveleonmusic Digital Strategist x