Persuasive Technology for Peace: Stanford Research

Added:

Behavior Model
Persuasion Steps
Social Persuasion
Social Validation
Metric Design
Action Escalation
Engagement Plan
Mindset Shift

Behavior Model

0:09
Playing Section
  • 1

    Explains Fogg Behavior Model requiring motivation, ability, and trigger for action.

  • 2

    Emphasizes starting small to create effective and measurable behavior change.

The fundamentals of Behavioral Design and Nudge Theory, which explain how environment and interface design can subtly influence human decision-making.
BJ Fogg's Behavior Model (FBM), specifically the relationship between Motivation, Ability, and Prompts (MAP) in shaping user actions.
Core principles of Human-Computer Interaction (HCI) and how digital systems are designed to interact with human psychology.
Sociological concepts of collective action and social capital, focusing on how groups coordinate to achieve shared public goods.
The ethics of Persuasive Technology, specifically studying 'dark patterns' and the potential for manipulative behavioral design versus prosocial design.
Peace Data and Metrics, exploring how to quantitatively measure trust-building, empathy, and conflict reduction within digital networks.
Advanced Gamification and Prosocial Design, learning to build feedback loops that encourage cross-boundary cooperation and civic engagement.
Policy, governance, and algorithmic regulation, examining how societies can mitigate the weaponization of persuasive systems (e.g., echo chambers and disinformation).
337 views2likes18:24@TEDxOriginal Release: 2011-04-28

Effective behavior change requires three essential elements: motivation (the desire to act), ability (the ease of performing the action), and trigger (a prompt to initiate the behavior); successful interventions should start with small, measurable 'baby steps' and leverage social proof and triggers to move people from sympathizers to activists.