As presented at SXSW Interactive on March 12, 2017.
How can understanding the brain inform your marketing and design strategies? The end goal of business is to create products and services that can satisfy our needs and prompt us to open our wallets. Understanding human behavior through neuroscience, marketing, and user experience can illuminate consumer needs across a variety of target markets and how businesses can align their products to meet those needs. PRPL strategists Tommy Hung and Caitlin Pequignot explore current marketing trends, insights from behavioral economics, UX, and neuroscience, leading to a scientific framework with insights from human behavior to make your business strategy more actionable and efficient.
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
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.
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.
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 —
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.
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
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 —
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
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
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
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
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
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
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
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
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
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
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The Ecosystem4 — MOTIVATION TRIGGERS DECISIONS SATISFACTION HABIT
157. The Good Old
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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
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 —
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 —
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 —